texture freeing + render updates done a bit nicer
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5fe63e311c
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6fbdf9fbc8
10 files changed
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-108
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@@ -76,8 +76,6 @@ impl Client {
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let span_add_test = ui.add(Span::empty(Dir::RIGHT).id(&span_add));
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let main: WidgetId<Regioned> = ui.id();
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let image_test = ui.add(image(include_bytes!("assets/sungals.png")));
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fn switch_button<To>(
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color: UiColor,
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main: &WidgetId<Regioned>,
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@@ -106,9 +104,8 @@ impl Client {
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switch_button(UiColor::RED, &main, &pad_test),
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switch_button(UiColor::GREEN, &main, &span_test),
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switch_button(UiColor::BLUE, &main, &span_add_test),
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switch_button(UiColor::MAGENTA, &main, &image_test),
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)
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.span(Dir::RIGHT, [1, 1, 1, 1]),
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.span(Dir::RIGHT, [1, 1, 1]),
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);
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let test_button = Rect::new(Color::PURPLE)
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.radius(30)
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@@ -159,15 +156,17 @@ impl Client {
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match event {
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::RedrawRequested => {
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let updates = ui.update(self);
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self.renderer.update(updates);
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ui.update(self);
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self.renderer.update(ui);
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self.renderer.draw()
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}
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WindowEvent::Resized(size) => self.renderer.resize(&size),
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WindowEvent::KeyboardInput { event, .. } => {
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if event.state.is_pressed() {
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let child = ui.add(Rect::new(Color::YELLOW)).erase_type();
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ui[&self.ui.span_add].children.push((child, fixed(20.0)));
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let child = ui
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.add(image(include_bytes!("assets/sungals.png")))
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.erase_type();
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ui[&self.ui.span_add].children.push((child, ratio(1)));
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self.renderer.window().request_redraw();
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}
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}
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@@ -1,7 +1,7 @@
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use pollster::FutureExt;
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use std::sync::Arc;
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use ui::{
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UiRenderUpdates,
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Ui,
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render::{UiLimits, UiRenderer},
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};
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use wgpu::{util::StagingBelt, *};
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@@ -21,7 +21,7 @@ pub struct Renderer {
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}
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impl Renderer {
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pub fn update(&mut self, updates: UiRenderUpdates) {
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pub fn update<Ctx>(&mut self, updates: &mut Ui<Ctx>) {
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self.ui.update(&self.device, &self.queue, updates);
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}
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